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Contracts and Such
Contracts Communion (Stone) (Winter Masques, p. 32).
- Sense Element (•) Nicholas can precisely sense her chosen element, gaining a detailed map of all instances of stone or rock within (Wyrd x 10) yards of her current location, making it good for getting rough maps of stone buildings or locating tunnels and fissures. This can provide a +1 bonus to appropriate rolls, such as mining underground or digging a tunnel. With an exceptional success, the range increases to (Wyrd x 25) yards.
|-2||The character's senses are either restrained with blindfolds or similar items, or overwhelmed with loud noises, bright flashing lights, intense smells or other distractions.|
|+1||The character speaks to the element and asks it questions at the volume of natural conversation.|
- Primordial Voice (••) Nicholas can talk to stone, and ask it about past events that it might have sensed within (one day per success). Activation of this contrast lasts for about three minutes, and allows conversation with all manifestations of the element within (Wyrd x 3) yards. Stone generally provides tactile information, as well as information about how items and structures out of stone have been "used", including the number of people that have walked through them and other information that the element is privy to (which tends to be inexact). You must talk out loud to use this Contract.
|-1||The character is brusque and hurried when asking her questions.|
|+1||The character chats with the element before using the Contract, and is friendly and polite.|
- Distant Connection (•••) Nicholas can share the senses and experience of distant examples of his element: Stone. The rough range of this contract is (Wyrd x 30) yards in all directions, and allows the character to gain a large aggregate understanding of his surroundings through the lens of his element. It can be very very weird when used underground! The character may also focus her attention on one specific manifestation of his element, spending one Willpower and making a Wyrd + Persuasion roll in order to persuade that element to take some action; these actions cannot be stronger than what the element could theoretically do on its own, but in Nicholas's case that can easily involve sinkholes or cave-ins in the proper situations.
- Cost: 2 glamour; Action: Instant
- Dice Pool: Wyrd + Persuasion + 3
- Catch: The character wishes to share the senses or ask a favor of an example of the element she is extremely familiar with, such as the wood of or air in her home or the metal in her car.
- Modifiers: None
- Elemental Servitor (••••) Nicholas can call up an element to act as his willing ally; on a successful activation a specific part of his element becomes animate for the rest of the scene, becoming capable of obeying commands, observing the world and is approximately as intelligent as an especially smart dog. The element uses the abbreviated statistics of Power, Finesse and Resistance. It's Power and Resistance equal the Changeling's Wyrd, while its Finesse is equal to the number of successes that the Changeling rolls on the activation roll. However! The Changeling can only animate the amount of element actually present; smaller elementals will not be able to enjoy the full power (and stronger Changelings can animate larger elementals.) The changeling must touch, or at least place her hand within a foot or so of the portion of the element she intends to animate.
|-2||The changeling asks the elemental being to do something that will harm or diminish itself.|
|+1||The changeling asks the elemental being to do something that will allow it to increase, such as asking a fire to spread.|
Fleeting Autumn (Changeling, p. 156).
- Witches Intuition (•) Nicholas is able to dredge the knowledge of one of the subject's fears from the subject's mind or subconscious. The list of modifiers provides a look at the ways in which this contract can be used; on an exceptional success you learn two of the subject's fears.
|+1||The character has a pledge with the target.|
|--||The character discerns a fear currently in the forefront of the target's mind.|
|-1||The character learns a few not currently concerning the target.|
|-1||The character learns a specific kind of fear (i.e., Halloween monsters, school-related, etc.)|
|-2||The character discovers a fear the target recognizes but generally keeps hidden.|
|-3||The character finds a fear the target hides even from herself.|
- Tale of the Baba Yaga (••) Through conversation or oratory, Nicholas can make a concept as supernaturally frightening as she can, instilling in individuals or even crowds an unnatural fear of a specific thing. Without further stimulous, this only manfests in subtle ways: jittery conversation, on-edge whispers, and the occasional fear-thrill. Should the subject be faced with a believable manifestation of the fear, though, individuals are filled with mind-numbing terror and flee at full speed from the instance for (Wyrd) turns. If unable to flee, they instead cower. Unless the subject rolled an exceptional success, this fear will eventually die down and fade away, though this can take anywhere from weeks to months. Exceptional Fears never fade without intense therapy.
|+1||Spooky ambiance (graveyard, skeletal orchid).|
|-1||Every five people in crowd/at party not subject to this Contract.|
|-1||Comfortable, safe ambiance (lit dining hall, kindly dean's office)|
- Heart of the Antlion (•••) The character uses her Contract with Autumn to immunize herself against all manner of fear, natural or supernatural. Mundane sources of fear are blacked out entirely, while supernatural attempts suffer a penalty equal to the rolled successes. This lasts one scene, or for the remainder of the night of the character rolls an Exceptional Success.
|+1||The character invokes this clause in a supportive environment (i.e., surrounded by friends, in a comfortable sanctum or under the reassuring sun).|
|-1 to -3||The character invokes this clause when she is already nervous (i.e., surrounded by zombies, in a vampire's haven or lost in a misty graveyard at night).|
Looming Autumn (Supplemental, p. XX).
- Unnamed Custom Clause (•) Nicholas can use this Clause to detect points of failure or weakness, determining which parts of his surroundings most heavily fall under the domain of Autumn. This Clause has a range of about (Wyrd x 3) yards, and causes items to appear brighter and more vividly colored as the become more and more brittle and ready to suffer some failure or otherwise alter states. Most everything, when seen through this Clause's filter, appears somewhat reddish and colored by Autumn, for everything is ultimately fated to end. Those things that are deep rust-red or actively seem to be "bleeding" are very close to the end of their natural cycles, however, and have something wrong with them.
- Cost: 1 glamour; Action: Instant
- Dice Pool: Wits + Wyrd
- Catch: (Insert a cool, interesting catch for this clause here.)
- Modifiers: None, yet.
- Trading Fate for Luck (•) The character knows the result of some random or otherwise impossible-to-determine event. Which of four streets the people she is pursuing fled down, or which roll of scratch-tickets to buy to win between $10 and $25. This contract cannot answer open-ended questions, and does not cause the impossible to occur or predict anything with odds less than one in 100. In return, she experiences some sort of bad luck within the next day (usually within 6-7 hours of using the Contract). This could be being cut off by a pedestrian while chasing someone, having an expensive piece of clothing ruined by being splashed by a passing or having a cell phone run out of power at an inopportune moment. The character cannot use this Contract again until the bad luck occurs.
|+1||Taking a few minutes to carefully consider the situation.|
|-1||Making an instant guess.|
- Good And Bad Luck (••••) The character can make a single lucky guess, at the price of a bout of bad luck. The guess can determine which apartment in a building holds a sniper, or uncover a lottery number or computer password. However, the chance of determining the correct guess must be one in 10,000 or better -- sufficient to guess four digits in a password or win approximately $500 at lottery or gambling. The bad luck is similarly impressive, striking only when it would do the most harm and making a single roll a dramatic failure. The bad luck never waits more than a month to strike.
|+1||The character has several minutes to consider her guess.|
|-1||The character has only a few moments to consider her guess.|
The Motley Pledge
"I, (name here), do hereby vow to open my heart and my dreaming mind to the other members of my Motley, (names of motley members here). We will stand together through the good times and the bad, sharing all, closer than blood for the next year and a day. So long as I hold true, the blessings of the Motley are mine to share in and I shall grow rich & fat, with the skill to prosper in the world we've been absent from so long. If I should betray this most sacred of bonds, however, wealth shall drip from my fingers like water and the world of man turn against me. So I, (name here), do pledge."
Repeated in turn by all members of Motley, upon joining.
Tasks: Greater Alliance (-3,all), Dreaming (-2,all)
Boons: Adroitness (+1,all), Blessing (medial; +2,all), Fast & Easy (+2,all)
Sanction: Poisoning of Boon (-3, both the blessing and adroitness boons)
Duration: Year and a day (+3)
- The Adroitness boon gives members of the Motley +1 to Politics rolls.
- The Medial Blessing gives members of the Motley two dots of Resources, either right-out or adding to their own merit value.
- The Fast & Easy boons allows everyone to join each others Dreams without access to the hedge and with no more difficulty than entering their own dreams.
- Nicholas has a standing "Wyldbuilding" Pledge that others can opt into, trading a favor for some work.
- Nicholas has a pledge with his Apprentices, which states the terms of their training.